Team Fortress 2

Team Fortress 2

182 ratings
Unorthodox Engineering #1: cp_snowplow
By Meat Machine
You know that Engineer spot that you always build on, every match? Knock it off, that's boring - let's experiment with some new tactics, and see how they work out, starting with cp_snowplow, a map with a huge amount of Engineering versatility!
   
Award
Favorite
Favorited
Unfavorite
Strengths & Weaknesses (explained)
VULNERABILITIES

Demoman: The susceptibility of the Sentry Gun to arcing explosives, both from direct grenades and indirect sticky spam; primarily relies on sharp chokes within medium range for an advantage.

Soldier: The susceptibility of the Sentry Gun to direct explosives fired from a clear line of sight, both as direct hits and as splash damage; primarily relies on sharp chokes within close range or direct line of sight from very long range for an advantage.

Spy: The susceptibility of the entire nest to the sudden appearance of a Spy to disable buildings and instantly kill Engineers; primarily relies on obstacle-rich environments with multiple approaches and clustered buildings for an advantage.

Heavy/Pyro: The susceptibility of the Sentry Gun to the intense close-range DPS of Flamethrowers and Miniguns; primarily relies on extremely close cover near the Sentry Gun to burst it down with a constant stream of damage before it can target them for an advantage.

Sniper: The susceptibility of the Engineer as well as his Sentry Gun from extremely long-range, high-power hitscan attacks; primarily relies on very meticulous positioning to fully exploit narrow openings that even Soldiers would struggle to utilize for an advantage.

Scout: The susceptibility of the Sentry Gun to long-range Pistol spam or short-range circle-strafing Scattergun shots as well as any objectives that need to be defended against; primarily relies on harassing construction or bypassing the Sentry Gun entirely for an advantage.

AREA BENEFITS

Metal Resources: The abundance of metal in the form of ammo packs, as well as their ease and safety of access to enable fast construction and reliable repairs.

Health Resources: The abundance of health in the form of health packs, as well as their ease and safety of access to enable self-sustainability without being over-reliant on one's Dispenser for healing.

Sentry (Suppression): The extent to which the Sentry Gun can effectively dominate the area within its line of sight; both the amount of territory it can deny, and the ease in which it can be sustained from attack.

Dispenser (Convenience): The rallying power of the Dispenser when used to supply teammates during contested battles, both the safety of the Dispenser as a fall-back point, and the proximity of its location to the frontlines where it is needed most.

Teleporter (Safety): The usefulness of the Teleporter Exit, both for its proximity to the frontlines, but mostly for its reliable safety to ensure it remains functioning and able to continue pressuring the enemy even when all other allied defenses have crumbled.

Retreat Salvagability: The chances of successfully being able to haul your most valuable building away to safety and redeploy it quickly to establish a new line of defense in the event that the enemy team breaks through your team's defenses, both for the reliable safety of nearby escape routes and the abundance of nearby health and metal resources you can fall back on to resupply yourself with.
- - - - - = = = = STAGE 1 = = = = - - - - -
RED: Stage 1, Point 1


STRENGTHS & WEAKNESSES:


- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -



STRENGTHS & WEAKNESSES:


- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -



STRENGTHS & WEAKNESSES:


NOTE: Sentry Gun must be placed in this position after the train has impacted the barrier - the front of the train is wider than the rear, and will collide with and destroy the Sentry Gun if it is placed there beforehand.
RED: Stage 1, Point 2


STRENGTHS & WEAKNESSES:


- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -



STRENGTHS & WEAKNESSES:


- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -



STRENGTHS & WEAKNESSES:


NOTE: Building on the roof can provide your team with a very reliable area of denial to fall back into, but does practically nothing to actually defend against a pushing or capturing team - this spot works best as a secondary Engie nest that supports a more aggressive primary Engie nest, as it is not very useful on its own.

  • Requires climbing on top of a Dispenser or Sentry Gun to access.
RED: Stage 1, Point 3 (Final)


STRENGTHS & WEAKNESSES:


- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -



STRENGTHS & WEAKNESSES:
BLU: Stage 1, Point 1


STRENGTHS & WEAKNESSES:


  • Requires Wranglerjump to access.
BLU: Stage 1, Point 2


STRENGTHS & WEAKNESSES:


- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -



STRENGTHS & WEAKNESSES:

  • Requires climbing on top of a Sentry Gun to access, or climbing on top of a Dispenser and setting a Teleporter Exit. This can be achieved by building in the corner near the bottom right of this screenshot.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -



STRENGTHS & WEAKNESSES:
BLU: Stage 1, Point 3 (Final)


STRENGTHS & WEAKNESSES:


- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -



STRENGTHS & WEAKNESSES:


- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -



STRENGTHS & WEAKNESSES:


NOTE: Sentry Gun can be repositioned in a backwards spot defensively for protection, or moved forward to the balcony to aid in an offensive push. Sentry Gun should not be placed in the balcony unless BLU team already has the advantage of momentum.
- - - - - = = = = STAGE 2 = = = = - - - - -
RED: Stage 2, Point 1


STRENGTHS & WEAKNESSES:


NOTE: Sentry Guns placed here should not be expected to last long; this spot is only good for the first few seconds of the match, where it can prematurely pop (or even drop) incoming Ubercharges. By throwing down a Level 1 Sentry Gun here and forgetting about it, you can focus on upgrading your Dispenser and Teleporter quickly, and rebuilding a new Sentry Gun last.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -



STRENGTHS & WEAKNESSES:


- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -



STRENGTHS & WEAKNESSES:


NOTE: The trap that slams down and slowly raises will alternate the Sentry Gun's line of sight; this makes it less predictable for the enemy team to focus fire on, but not always 100% reliable for area denial and coverage.
RED: Stage 2, Point 2


STRENGTHS & WEAKNESSES:


- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -



STRENGTHS & WEAKNESSES:


- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -



STRENGTHS & WEAKNESSES:


- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -



STRENGTHS & WEAKNESSES:


NOTE: Must be fully constructed well in advance, prior to the fall of the first control point. Though this spot is highly vulnerable to many different threats, it is very well supplied, and if properly reinforced by teammates, can effectively cut off one of BLU's most valuable approach options to the next control point - be ready to retreat or give it up entirely if BLU simply bypasses it and begins capturing the objective. Overall, an incredibly polarized, high-risk, high-reward spot.
RED: Stage 2, Point 3 (Final)


STRENGTHS & WEAKNESSES:


- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -



STRENGTHS & WEAKNESSES:


- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -



STRENGTHS & WEAKNESSES:


NOTE: Takes a long time to fully set up. Elevated, and requiring an inward focus for BLU team to destroy, this spot can be frustratingly difficult to destroy directly - however, it can be flanked and outranged from the far side of the map, though this vulnerability is not readily apparent to most players.

  • Requires Wranglerjump to access.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -



STRENGTHS & WEAKNESSES:


NOTE: Takes a long time to fully set up. Very difficult to hit directly and remarkably well protected from both grenades and stickybombs, though with careful and meticulous aim, can be spammed out by splash damage from rockets or harassed endlessly from well-positioned Snipers. Be careful when building the Teleporter Enterance, as players can get trapped behind the final barricade that the train crashes through.

  • Requires Wranglerjump to access.
BLU: Stage 2, Point 1


STRENGTHS & WEAKNESSES:


- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -



STRENGTHS & WEAKNESSES:
BLU: Stage 2, Point 2


STRENGTHS & WEAKNESSES:


- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -



STRENGTHS & WEAKNESSES:


NOTE: Very difficult to secure, given the open surroundings, precise Sentry Gun placement, and close proximity to the control point. Often requires a significant destraction in order to set up, such as an allied Ubercharge or an aggressive push from the opposite direction - however, once the Sentry Gun is planted, this nest can be surprisingly hard to destroy, and incredibly pressuring with a Level 3 Teleporter.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -



STRENGTHS & WEAKNESSES:
BLU: Stage 2, Point 3 (Final)


STRENGTHS & WEAKNESSES:


  • Requires climbing on top of a Dispenser, then placing a Teleporter Exit in order to access.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -



STRENGTHS & WEAKNESSES:
- - = Credits and Acknowlegements = - -
Thumbnail Art:
DeviantArt user Agentscarlet[agentscarlet.deviantart.com]

Ideas and Editing:
Steam user Valom

Cooperative Enemy Punching Bag:
Steam user Kleptostopheles
48 Comments
Kleptostopheles 28 Jul, 2016 @ 9:08pm 
Holy crap. Good one Meat. I am officially terrified of you as an engie.

COOPERATIVE ENEMRY PUNCHING BAG. THAT IS GOING ON MY RESUME.:steamhappy:
gluglug 28 Jul, 2016 @ 4:14am 
I can't tell if this is ankle dan who wrote this,because whover did is a very good sentry man :gmod::gmod:
scary cheese dream 27 Jul, 2016 @ 11:47pm 
One time i sapped a engi. Am i funny yet
Darydo 27 Jul, 2016 @ 10:22pm 
ывня7:steamhappy:
Opticulex 27 Jul, 2016 @ 2:17pm 
That Sentry's a Spy! Teleporter sappin' my dispenser!
Just A Cat In A Cradle. 27 Jul, 2016 @ 1:12pm 
Forgive this man, For he does not know what he has done...
:sentry: :sentry: :sentry: :medicon: :balloonicorn:
Garket Mardener 27 Jul, 2016 @ 12:31pm 
yooooooooooooo

that's the fucking sort of guide that desserves a WELL EARNED LIKE :sentry:
ToastySpaghetti 26 Jul, 2016 @ 7:17pm 
someone put to much effort into this i couldnt read it all. good job
Matisporus 26 Jul, 2016 @ 11:31am 
colorfull guide.
Tai 26 Jul, 2016 @ 11:11am 
Id like to try this stuff, but since Casual. Its harder too..